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Cepheus Protocol News

Patch Notes – 2025.07.02.4

New UI Mockup
[p] We have had Winters who has far more experience with UX/UI work with our concept artist while ive been working to wrap up phase 1 from a structural/Gameplay standpoint. Here is the latest "Draft" let us know what you think of the UI. The Operator and all menus will be getting a pass next from a design standpoint once this UI is approved by myself. [/p][p][/p][p][/p]
Half Moon Bay Updates
[p][/p][p]More at this week's CERC HQ![/p][p][/p][carousel][/carousel][p][/p]
Operator Gunsmith Updates
[p][dynamiclink][/dynamiclink][/p][h3]🛠️ Changes[/h3]
  • [p]Fixed Operator Customization camera resetting oddly sometimes when zooming in and out [/p]
  • [p]General Gunsmith changes - Increased brightness, fixed camera offsets in weapon viewer, adjusted operator viewer camera position a Minor visual adjustments.[/p]
  • [p]Added a zoom function to Gunsmith[/p]
  • [p]Raised the Zone text in Half Moon Bay [/p]
  • [p]Fixed Turrets not being repairable [/p]
  • [p]UI repair icon changing when you overlap over a damaged turret fixed [/p]
  • [p]Kick Option added to Servers (Hold F1 for player list + ping options)[/p]
  • [p]Added Server Password Feature Updated a "lock" icon on the server browser to show status of servers[/p]
  • [p]Add Server version to listen server (Servers on a different version will block joining + turn red)[/p]
  • [p]Redid the "Dev" badge to occupy a permanent space on the server browser[/p]
  • [p]Pruned some version data and moved it to the application title name instead [/p]
  • [p]Made the horde mode graphics a bit smaller and shortened the under attack text [/p]
  • [p]Applied a select zone logic improvement to make how structures detect which "zone" a structure is owned by to make it more accurate when overlapping multiple zones via a scoring system for edge cases where you build over borders. Make Power supplying + reduction more accurate[/p]
  • [p]Applies some improvements to the Construction system to resolve some reported bugs where Engineers/Assaults would randomly stop mid construction when starting a new build order [/p]
  • [p]Lowered the network cost of hit marker callbacks to Operators [/p]
  • [p]Blocked Operator input in multiplayer games when the pause screen is up (Only occurred as a client)[/p]
  • [p]Blocked further RTS camera inputs when pause menu is up (Only occurred as a client)[/p]
  • [p]Half Moon Bay Additional level changes (More detail work added)[/p]
  • [p]Text chat added blinded to Enter as a toggle . Can also be clicked manually. Auto hides after 5 seconds of no "activity" [/p]
  • [p]Pause menu visuals changed to make a bit more visually appealing. (More work will be done when we get to UI in the next few weeks) [/p]
  • [p]Changed up how Gunsmith weapon selection buttons are displayed/sized[/p]
  • [p]Edited Gunsmith weapon buttons to always show XP meters, even if no XP is on the weapon right now[/p]
  • [p]-Boosted Operator name character limit to 30 (from 12) (top left of gunsmith popup)[/p]
  • [p]Several gunsmith/Operator Viewer fixes[/p]
  • [p]Fixes to Gunsmith 'attachment selection' window's dropdown to initialize properly on clients (instead of each combobox being 'empty' when opening it as a client)[/p]
  • [p]Updated Gunsmith attachment dropdowns to respect 0-based internal weapon level system (i.e. appear as level 1/3 instead of 0/2 when listing attachment level requirement)[/p]
  • [p]More replication fixes for resolving bugs with swapping weapons as Clients.[/p]
  • [p]Weapon_Base OnRep_MuzzleAttachment: now sets bSilencerActive and updates muzzle flash location[/p]
  • [p]Operator names now properly appear on the recruitment tracker and on the operator local HUD[/p]
  • [p]AA12 close range damage increase by 20% [/p]
  • [p]Spas 12 also increased by 20%[/p]
  • [p]Adjustments to style/position for navigation buttons on the WeaponLoadoutWidget[/p]
  • [p]More button style improvements for Gunsmith widgetry[/p]
  • [p]Glock 19 - Standard magazine added[/p]
  • [p]Falcon Field Regional Airport detail pass[/p]
  • [p]M4 recoil nerf [/p]
  • [p]Added an extra grip to M4[/p]
  • [p]Fixed Combat Mode getting "bugged" for Operators and forcing them to keep their gun up forever once your Operator saw an "enemy" [/p]
  • [p]When jumping to your death in the hub it will teleport you back to the center of the map instead of killing you now. teleport Volume system added + replaces kill zone volume system in hub[/p]
  • [p]Fixed landscables mode not showing its radial + cost of removables in RTS toggled with / for now till the UI pass[/p]
  • [p]Added a no build margin around all horde objectives to stop AI from being "confused" when you built enough around the central structure to the point they had no point to "calc" to. Wil be looking to see if this resolves the remaining horde navigation issues for attacking parties this is more of a test[/p]
[h3]💬 Known Issues[/h3]
  • [p]Opening the Pause Menu breaks the Quartermaster mouse[/p]
  • [p]Infected can sometimes get "confused" if you build close enough to the spawners (Some fixes were applied to resolve this testing to see if its gone)[/p]
  • [p]More fixes for Operator name when adjusting profiles (not done, profile switching has more issues in main menu for the time being)[/p][p][/p]
[hr][/hr][h2]Cepheus Protocol Roadmap[/h2][p]We’re thrilled to share our vision for the future of Cepheus Protocol! With your continued support, we’re working tirelessly to refine the game and introduce exciting new features that elevate the experience.[/p][hr][/hr][h3]🚧 What’s in Active Development?[/h3]
  • [p]Experimental SP/Co-op Horde Mode Now live via the cerc-hq-public branch — up to 16 players in hybrid RTS/TPS.[/p]
  • [p]Operator System (Hero Units) Possess and control elite units in RTS/TPS mode with leveling, perks, and loadouts.[/p]
  • [p]Add more Operator weapons and equipment.; Michael is working through a backlog of 20 Operator weapons and more Operators/Skin variants atm. [/p][p][/p]
  • [p]RPG Progression System
    Operators gain experience, unlock skills, and equip customizable weapons.[/p]
  • [p]UI Overhaul A new interface to support RTS/ Operators & Menu's[/p]
  • [p]Monterey Bay Horde Map
    Large-scale co-op testing with new wave mechanics and future extraction goals.[/p]
  • [p]Tracking down Desyncs, bugs & crashes![/p]
[hr][/hr][h3]🧠 What's Coming Next?[/h3]
  • [p]Finalize and polish Phase 1 by mid-July[/p]
  • [p]Launch Phase 2: Expanded DNA Research + Doctrine gameplay[/p]
  • [p]Prepare Phase 3: Pandemic Return[/p]
[hr][/hr][h3]💬 Want to See the Full Timeline?[/h3][p]Check our stickied Roadmap post on the Steam forums [/p][hr][/hr][h3]💡How You Can Help[/h3]
  • [p]Play the experimental SP/co-op mode![/p]
  • [p]Try Operator mode using the in-game console command: PossessFirstOperator[/p]
  • [p]Report bugs, give feedback, and wishlist new content[/p]
  • [p]Join our Discord to engage with the team and community[/p]
[p]Thank you for continuing to support the game — this is just the beginning. 🛠️[/p][hr][/hr][h3]Join the Discussion![/h3][p]Head over to our Discord Server or Steam Discussions to connect with other players and the development team. Together, we’re building something truly special. Thank you for being part of this journey with us! [/p][p][/p][p]We also hosted a Playtest on Discord last week with 10 people check it out here![/p][p][dynamiclink][/dynamiclink][/p]

Patch Notes – 2025.07.2.4

[h3]🛠️ Bug Fixes[/h3]
  • [p]3 Critical crashes related to Parachuting Start, Construction & Parachute Landing resolved[/p]
  • [p]Spamming the E key on the QuarterMaster no longer stacks UI's and pressing it also properly "toggles" it [/p]
[h3]🎨 Visual & Audio[/h3]
  • [p]FAMAS, TACA1 fixed so you cant hear them cross map[/p]
  • [p]M14 Pitch adjusted to make them louder[/p]
[h3]💬 Known Issues[/h3]
  • [p]Opening the Pause Menu breaks the Quartermaster mouse[/p]
  • [p]Listen Server Operator attachments desync for themselves but not for other clients[/p]
  • [p]Infected can sometimes get "confused" if you build close enough to the spawners [/p][p][/p]
[hr][/hr][h2]Cepheus Protocol Roadmap[/h2][p]We’re thrilled to share our vision for the future of Cepheus Protocol! With your continued support, we’re working tirelessly to refine the game and introduce exciting new features that elevate the experience.[/p][hr][/hr][h3]🚧 What’s in Active Development?[/h3]
  • [p]Experimental SP/Co-op Horde Mode Now live via the cerc-hq-public branch — up to 16 players in hybrid RTS/TPS.[/p]
  • [p]Operator System (Hero Units) Possess and control elite units in RTS/TPS mode with leveling, perks, and loadouts.[/p]
  • [p]Add more Operator weapons and equipment[/p]
  • [p]RPG Progression System
    Operators gain experience, unlock skills, and equip customizable weapons.[/p]
  • [p]UI Overhaul A new interface to support RTS/ Operators & Menu's[/p]
  • [p]Monterey Bay Horde Map
    Large-scale co-op testing with new wave mechanics and future extraction goals.[/p]
  • [p]Tracking down Desyncs, bugs & crashes![/p]
[hr][/hr][h3]🧠 What's Coming Next?[/h3]
  • [p]Finalize and polish Phase 1 by mid-July[/p][p][/p]
  • [p]Launch Phase 2: Expanded DNA Research + Doctrine gameplay[/p]
  • [p]Prepare Phase 3: Pandemic Return[/p]
[hr][/hr][h3]💬 Want to See the Full Timeline?[/h3][p]Check our stickied Roadmap post on the Steam forums [/p][hr][/hr][h3]💡How You Can Help[/h3]
  • [p]Play the experimental co-op mode![/p]
  • [p]Try Operator mode using the in-game console command: PossessFirstOperator[/p]
  • [p]Report bugs, give feedback, and wishlist new content[/p]
  • [p]Join our Discord to engage with the team and community[/p]
[p]Thank you for continuing to support the game — this is just the beginning. 🛠️[/p][hr][/hr][h3]Join the Discussion![/h3][p]Head over to our Discord Server or Steam Discussions to connect with other players and the development team. Together, we’re building something truly special. Thank you for being part of this journey with us! [/p]

Horde Co-op Mode now playable in the CERC HQ branch

[p]We’re nearing the final stretch of Phase 1 of the rebuild — just 1–2 weeks to go — and to celebrate the milestone, we're opening up access to the Experimental Horde Co-op Mode for all players during the Steam Summer Sale![/p][p]This is the biggest gameplay update yet for Cepheus Protocol, and it's fully playable today.[/p][hr][/hr][h3]🔥 What’s Included[/h3]
  • [p]A brand-new Horde Mode Co-op experience to serve as the "base" of our Rebuild[/p]
  • [p]Supports up to 16 players in seamless RTS/TPS hybrid combat[/p]
  • [p]Experimental rebuild under the new "cerc-hq-public" branch[/p]
  • [p]Buggy but playable - we're working on it every day, and we need your feedback![/p]
[p][dynamiclink][/dynamiclink][/p][hr][/hr][h3]🛠️ How to Opt In[/h3]
  1. [p]Right-click Cepheus Protocol Experimental Branch (Granted when you buy the base game) in your Steam Library[/p]
  2. [p]Click Properties > Betas[/p]
  3. [p]Choose cerc-hq-public from the dropdown[/p]
  4. [p]Let Steam update the build and launch the game[/p]
[hr][/hr][h3]🎮 New: Try Out Operator Control (RTS/TPS Hero Units)[/h3][p]Want to test our new Operator system?[/p]
  1. [p]Select a unit flagged as an Operator[/p]
  2. [p]Open the console (typically with ~ or Tab)[/p]
  3. [p]Type:[/p]
    PossessFirstOperator
    [p]This will instantly take control of the first free Operator in your selection.[/p]
[p]This system is in early testing — expect jank! UI support for this feature will be added in the coming weeks as we wrap up Phase 1.[/p][p][/p][p]FAQ:[/p][p][/p][p]Squad System - A way for RTS/TPS players to coordinate in real time. RTS players can task units into any squad during play allows TPS units to coordinate and issue them orders. On top of that Servers can deem to only allow Operators in certain squads so "players" can squad up and coordinate. [/p]
  • [p]Q - Order units to move to location you are looking at (Double tapping it issues a run order) for current Squad[/p]
  • [p]E - Order units to execute an Attack Order for current Squad[/p]
  • [p]V - Cancel any current squad orders[/p][p][/p][carousel][/carousel]
[h3]Operator Preview for Gunsmith/Customization[/h3][carousel][/carousel][p]More Operator customization will come online going into next week for Weapons. We will be adding more weapons on a per week basis as we finish phase 1.[/p][hr][/hr][h3]🌁 Half Moon Bay Map & Test Recommendation[/h3][p]The Half Moon Bay Horde map is available in this build for early testing, but we recommend using the "Co-op Horde" test map for the smoothest experience. Half Moon Bay is in active iteration and may contain incomplete elements.[/p][hr][/hr][h3]📅 What’s Next?[/h3]
  • [p]Final Phase 1 polish and UI push[/p]
  • [p]Polishing Operator Customization & Leveling System[/p]
  • [p]Half Moon Bay iteration + Horde mode balancing[/p]
  • [p]Expanded Doctrines & DNA Research (Phase 2)[/p]
[p]For further ahead, read here:[/p][p] 📘 Read about our Development Phases & Current Goals[/p][hr][/hr][h3]💬 Feedback? Questions?[/h3][p]Join the discussion and share your thoughts:[/p]
  • [p]💬 Drop in on our Discord for a faster feedback loop![/p]
  • [p]🗺️ Post on our steam forums we'll do our best to keep up to date![/p]
[p]We’re excited to open the doors on this massive new chapter. Thanks for testing, reporting, and helping us shape Cepheus Protocol’s future.[/p][p][/p]
🎙️ Next CERC HQ (Podcast) Details
[p]🕔 When: June 28, 2025 – 3 PM EST (New Time!) [/p][p]📺 Where to Watch:[/p][p][/p][p][/p][h3]💬 Topics We'll Cover:[/h3]
  • [p]Co-op Progress[/p]
  • [p]Total Revamp based on Community Feedback[/p]
  • [p]Level Design Updates[/p]
[p]🎤 Don’t miss our Live Q&A! We’ll be answering questions from the community during the stream.[/p][hr][/hr][p][/p][h2]📺 Missed a Stream? No Worries![/h2][p]— The Halcyon Winds Team[/p]

Development Update - Nearing Completion of Phase 1

[p]On January 6th, we made one of the scariest decisions of our lives — we deleted the entire game and committed to rebuilding it from scratch.

Why? Because you deserved better.

Over the past six months, we’ve worked tirelessly to rebuild Cepheus Protocol from the ground up. From day one, our mission was to support co-op as a core experience and to ensure we lived up to your expectations — not just our own.

That’s why we launched the weekly CERC HQ: not as a gimmick, but as a way for you to hold us accountable, to witness progress in real time, and help shape the direction of the game. It’s something few — if any — developers have done, and we’re incredibly proud of it.

We’re now approaching the final stretch of Phase 1, and we couldn’t be more excited about what’s to come. Major strides have been made across core systems, building mechanics, and UI polish.[/p][p][dynamiclink][/dynamiclink][/p][hr][/hr][p]
[/p][h2]Remaining Work Before Phase 2[/h2]
  • [p]Night Vision Passive[/p]
  • [p]Displaying passives in-world (AOE/Radius indicators)[/p]
  • [p]Fixing Right-Click Face Rotation[/p]
  • [p]Operator Jump[/p]
  • [p]Recoil tweaks + Attachment audit[/p]
  • [p]Gunsmith + Customization UI[/p]
  • [p]Operator Melee System[/p]
  • [p]Operator Leveling System[/p]
  • [p]Operator Improved Crouch Transition[/p]
  • [p]Operator Rewritten Parachute System (Battlefield 2042-style)[/p]
  • [p]Shotgun Fixes[/p]
  • [p]General Bug & Crash Fixes (about a dozen)[/p]
  • [p]UI Pass (Reskinning the entire UI bringin up to standards of legacy and beyond) [/p]
  • [p]Building System Enhancements
    [/p][p]We’re working hard to wrap this list up by next week — stay tuned, and don’t forget to drop into the next CERC HQ to see our progress in action.

    Once Phase 1 wraps, players will be able to host their own sessions at any time — no restrictions. Phase 2 will roll out using the same beat we’ve used all year: private and public tests that evolve into full readiness.[/p]
[p]
Curious about what we’re working on and where we're headed? 📘 Read about our Development Phases & Current Goals
[/p][hr][/hr][p]
[/p][h2]Horde Mode – Monterey Bay Map[/h2][p] Based on your feedback and extensive testing, Monterey Bay will become our "golden standard" for Horde Mode.

After Derek and I finish the final stretch of Phase 1 tasks, we'll begin implementing a new stage-based Horde mode.

Here’s the breakdown:

[/p]
  • [p]As you lose parts of the city, infected spawns move up and gas towers lock down overrun zones.
    [/p]
  • [p]These zones are permanently lost — there’s no going back.
    [/p]
  • [p]You're gradually encircled and pushed back to the CERC HQ Regional Office, the final stronghold.
    [/p]
  • [p]Think “Rush Mode” — holding objectives rewards you with a money multiplier per infected kill.
    [/p]
  • [p]If a structure in your grid falls, you’ll have 60 seconds to evacuate before it becomes uninhabitable.
    [/p]
[p]
It’s a dynamic system designed for pressure, momentum, and tough strategic decisions as you fight to survive across an evolving battlefield.

[/p][hr][/hr][p]
[/p][h2]CERC HQ Time Change[/h2][p]
Based on your feedback, the weekly CERC HQ livestream is moving to 3 PM EST.

This updated time better aligns with both EU and US players and will allow more of you to attend, ask questions, and contribute to development directly.

[/p][hr][/hr][p]
— The Cepheus Protocol Team
[/p]

Cepheus Protocol HQ - June 14th #54

🧠 Dev Recap – Abilities, AI, and the Push to Phase Two
[p][/p][p]In this densely packed developer podcast, the team walks through a sweeping set of updates aimed at transforming co-op and horde gameplay into a dynamic, scalable experience. Efrain reveals his shift from polishing Alcatraz to leading development on a new horde map set in a reimagined Half Moon Bay—designed for verticality, multiple infiltration paths, and high replay value. He outlines design decisions behind the map’s objective points, terrain flow, and defensive challenges that avoid static play. Meanwhile, Robert deep-dives into system-level changes: persistent leveling for operators and units, revamped class abilities, combat balance tuning, and significant AI and UX upgrades. Expect improved spawn logic, smarter pathfinding, and fixes for legacy pain points like targeting quirks and gate behavior. The episode also includes a real-time co-op demo showcasing snipers, heavies, flamethrowers, new UI improvements, and gate mechanics—revealing how it all plays out under stress. The Q&A tackles questions on drone design, campaign plans, vehicle and helicopter timelines, multiplayer matchmaking, emblem customization, and long-term content like future DLCs or a potential dinosaur game. This episode marks a significant milestone in pushing towards the Phase One rebuild and sets the stage for the robust gameplay foundation of Phase Two and beyond.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][hr][/hr][p]
[/p][h2]🎮 Community Playtest Recap[/h2][p][/p][p][/p][p]2 Operator players guard an entry point while an RTS player moves a medic to heal them[/p][p]
[dynamiclink][/dynamiclink]We ran a 2-hour network stress test playtest last week! Curious about what we’re working on and where we're headed? 📘 Read about our Development Phases & Current Goals

[/p][hr][/hr][p]
[/p]
🎙️ Next CERC HQ – Livestream Details
[p]
🕔 When: June 14, 2025 – 7 PM EST (New Time!) 📺 Where to Watch:
[/p][p][/p][p]
[/p][h3]💬 Topics We'll Cover:[/h3]
  • [p] Co-op Progress
    [/p]
  • [p] Total Revamp based on Community Feedback
    [/p]
  • [p] Level Design Updates
    [/p]
[p]
🎤 Don’t miss our Live Q&A! We’ll be answering questions from the community during the stream.

[/p][hr][/hr][p]
[/p][h2]📺 Missed a Stream? No Worries![/h2][p]
[/p][hr][/hr][p]
[/p][h2]🔭 What’s Coming Next?[/h2][p]
This is just a shortlist of goals currently in motion—be sure to watch the last CERC HQ for a more detailed breakdown.

[/p]
  • [p] Finalize Operator Ability System
    [/p]
  • [p] Expand Playable Classes
    [/p]
  • [p] Visual UI Polish
    [/p]
  • [p] Prepare for Phase 2: Airstrikes, Doctrines, Vehicles
    [/p]
[p]
[/p][hr][/hr][p]
Stay Frosty,
— The Cepheus Protocol Dev Team
[/p]